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so, I've decided to learn how to character model.
Since I teach a beginner fencing class, I do know alot about fencing so I thought I'd model what I know. I've "borrowed" the hand for this guy from a raven model, the rest is me.
this is sort of my warm up model for my mod (stargate mod), as I want to make a bunch of models for that.
screenshots:
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pic 1, general shot
pic 2, isn't his ass great? (I used kyle as a reference, but it's not kyles butt)
pic 3, wireframe, for polyflow

no its just that when you compile a model that carcass wont take it unless its triangulated, they most likely used any modeling programs default which is quads. judging by how some of it is triangulated and how the shoulders are segmented im having suspicions that this is an imported glm, well maybe half of it.

minilogoguy18im having suspicions that this is an imported glm, well maybe half of it.

don't suppose. I'm assuming you are looking at the torso that is mostly tri's and half quads, that's an older wireframe, I did a wierd thing and split it up. I was looking at two windows and copying from that imported GLM ;)

I learn best from copying. I figured if RAVEN did it in triangles, I should, but as I have been reading up on weighing I'm a thinkin of re-doing it in quads, as it seems like that will make weighing ALOT easier to look at, all those triangle are beginning to be alot of work and a bit confusing.

basically working in quads is easier, it allows UVW mapping to be an easier process, as well as meshsmoothing etc. then when you export, and its converted to .glm, the software converts it into triangles for you, because all game engines render the smallest faces possible, which is a triangle.

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DBolical

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